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Just watch my video - you can clearly see I don't use a weather injector, the video shows my weather options and the manual clouds setup. Later in the video I also change clouds to scattered and broken in the menü and you can see the effect instantly, clouds fading in and so on.
Mabye Real Weather Connector does have some effect (I have this installed) but I think Frank has to tell us if RWC has an effect on weather presets or not - in theory it should be inactive if I don't fly with real world weather.
I checked this once again, deleted all metar files and removed RWC from plugins, still I get the results shown in the video.

It's done - this is how the cumulus look for me in motion. I think it's pretty good actually, the only problem I found where some weather redraws which should not happen like this in XP11, even the default weather redndering does not suffer from this (except on mesh or weather loading).

Do a slider with the current values as the max available value - this way people can increase performance by reducing the slider and those in the need of higher draw distance could possibly have more options to achieve that without sacrificing too much of their framerates (high visibility has a massive impact in FPS).

I think the few cumulus are fine. I just did a quick test with a manual weather preset, changing clouds to few and there where some areas with lots of few clouds while right next there where huge gaps and some single puffs or smaller accumulations.
Same position, different heading:

Regarding the FSGRW wind and trubulence injection I suggest to talk to the developers directly (there email is available on their store page). I talked to them myself regarding the injection process and they will at least look into this, they came up with a solution (yet to implement) very quickly so I think they are pretty open for suggestions.

No, it won't. FSGRW gives me about the same FPS performance I can get with ASXP, the real performance impact SMP can have is related to cloud layers and positioning, drawing lots of broken clouds has a noticable effect but this is the same situation with ASXP or FSGRW - for me it makes no difference performance wise.
This will be reduced drastically with RWC, no matter which weather engine you want to use. In the RWC options make sure to have 'never changes visible weather' checked so you will see much less cloud redraws than without (on mesh tile loading a slight redraw effect still seems to occur, on metar change it's fine).
Regarding the 'killer combo' I have to give some further notes for ASXP users, there are some downsides compared to ASXP:
ASXP draw more noticably detailled wind/turbulence effects
ASXP is smoother in weather injection, currently you have to inject the weather manually with FSGRW after the flight has loaded and then you will have to change settings in the RWC options to really see the current weather (I reported this to the developers and they look into the injection process)
On weather change you will see no cloud redraws but sky colors and haze can suddenly change (I don't remember if this also happens with ASXP or if this is smoothed there).
Aside from that FSGRW gives you better, more detailed looks, more variety in clouds, it also has a more streamlined (and simple) interface and I really enjoy using it, I clearly prefer FSGRW over ASXP but the more detailed turbulences are not that important to me.
No matter what weather engine you want to use I really recommend RWC as this is the key to plausible and great looking cloud formations with SMP. If you want to upgrade your SMP cloud representation this should be the first thing to add.
Here I have some videos of what you can expect from adding RWC to your SMP, weather information comes from FSGRW.

Thank you, John.
I think I won't need the softer options as the mix of soft and crisp clouds is exactly what I think looks very natural, SMP now looks better than ever and development seems to head into the right direction in my opinion as everything is getting better - the competition seems to go one step forward and two steps backwards all the time and they are becoming real resource hogs. I hope you won't mess around with the voxel stuff (or if please do it right) which seems to be the lastest hype currently but obviously kills performance completely (and does look average at best).
SMP + RWC gives me better FPS than UWXP in the same situation and it's much faster than the latest xEnviro - with my new CPU (Ryzen 7 3700X) performance, even in heavy cases, is not an issue at all (though I can have faster clouds by tweaking myself but then it does not look as great as it does with SMP).
I love the very special cloud formations, this is still something available exclusively with SMP + RWC, no competitor cares for stuff like this:

Hey guys,
I recently updated SMP to 4.8.2 and did not expect much of a difference in visuals (I was very satisfied with 4.8.1) but since this update I have the impression the clouds have changed massively, everything seems to look much more natural now, smoother and less synthetical overall - is this right? Or did I just encounter a different weather situation? The thick broken clouds where much darker and more cluttered before I think?
BTW, I got used to the hosek wilkie sky system and I really love it now.
:-)

As I said, for me it did never look different than it does now since version 4.0, the cloud shadows behave exactly the same way for me, sometimes harddly noticable, sometimes very prominent - I can't see any changes in this regard.